Hi @Jedd and @AlanRynne
Want to share with you my test workflow GH (Revit / Archicad later )–>UE5 and need some advises from you !
I was able to create new polyline and curve converter for UE5, and add a data conversion from an GH object (mesh, block, curve..) to geometric and other parameters of an actor as userString.
Hi,
Some great updates after extending the Speckle for Unreal Plugin (Still WIP) :
Full C++ extended converter capabilities
New Polyline, Curve and datatable C++ converter ( last one is in testing phase ).
Block and Material converter “smart” override mapping by names, with a Datamode to populate automatically the mapping list by names.
Block override mapping accept all possible actors and meshs.
Automatic hidded mapped mesh in game
Automatic actors tags form UserStrings Key@Value ( with filtering and prefixes features )
Automatic tags to Actor values ( if the naming keys is respected ).
With all of this feature , light wight geometries can be easly mapped, to very heavy Nanite UE Bluprint, with fixed or parametrable meshs and lights, to be used straitforwrd in a clean and highend UE5 intercatif application with tags that can be used to assign behivor automaticly to objects in the scene.
Hi @Jedd
Yes ! It’s was like a bit of a little project to finish and test
Yes straitforward key/value will be attached as key@value as string and then can be used to assign values to actors or in UE blueprints